Math


We are using a new website to practice our basic facts. It is called xtramath.com.  You can access this website from home as well and it really focuses on quick recall of the basic facts. Students start with addition and are not moved onto subtraction until they can quickly and correctly recall all the basic addition facts in 3 seconds or less.                                         

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The Card Game That Replaces a 1,000 Worksheets!

Here are the rules to a few variations of the game of War that help practice a variety of math skills.
How to Play
Basic War—Each player needs their own deck of cards. Each player turns one card face up. The player with the greatest number wins the skirmish, placing his own and all captured cards into his prisoner pile. Whenever there is a tie for greatest card, all the players battle: each player lays three cards face down, then a new card face up. The greatest of these new cards will capture everything on the table. Because all players join in, someone who had a low card in the initial skirmish may ultimately win the battle. If there is no greatest card this time, repeat the 3-down-1-up battle pattern until someone breaks the tie. The player who wins the battle captures all the cards played in that turn.
Endgame
When the players have fought their way through the entire deck, count the prisoners. Whoever has captured the most cards wins the game. Or shuffle the prisoner piles and play on until someone collects such a huge pile of cards that the others concede.

Variations
For most variations, the basic 3-down-1-up battle pattern becomes 2-down-2-up. For advanced games, however, the battle pattern is different: in case of a tie, the cards are placed in a center pile. The next hand is played normally, with no cards turned down, and the winner of that skirmish takes the center pile as well.
Addition War—Players turn up two cards for each skirmish. The highest sum wins.
Advanced Addition War—Turn up three (or four) cards for each skirmish and add them together.
Subtraction War—Players turn up two cards and subtract the smaller number from the larger. This time, the greatest difference wins the skirmish.
Product War—Turn up two cards and multiply.
Advanced Product War—Turn up three (or four) cards and multiply.
Fraction War—Players turn up two cards and make a fraction, using the smaller card as the numerator. Greatest fraction wins the skirmish.
Improper Fraction War—Turn up two cards and make a fraction, using the larger card as the numerator. Greatest fraction wins.
Integer Addition War—Black cards are positive numbers; red cards are negative. The greatest sum wins. Remember that -2 is greater than -7.
Integer Product War—Black cards are positive numbers; red cards are negative. The greatest product wins. Remember that two negative numbers make a positive product.
Wild War—Players turn up three cards and may do whatever math manipulation they wish with the numbers. The greatest answer wins the skirmish.
Advanced Wild War—Black cards are positive numbers; red cards are negative numbers. Players turn up four cards (or five) and may do whatever math manipulation they wish with the numbers. The greatest answer wins the skirmish.
Reverse Wild War—Players turn up three cards (or four, or five) and may do whatever math manipulation they wish with the numbers. The answer with the lowest absolute value (closest to zero) wins the skirmish.




Multiplication Facts



Here are a couple of tricks for understanding your 9 times facts!







Angles

We are now studying angles. We are sorting angles into acute, obtuse, reflex, straight, right and revolution angles. Students can go onto mathletics to practice their skills. We have started measuring angles as well. Try out this link to learn more about angles!

http://www.mathsisfun.com/angles.html

And here are some fun games to practice your skills in measuring and estimating angles.